The fix has been updated for the final release with all five chapters. Special
thanks to KING Art and Nordic Games for granting me access to the Chapter 5 private beta to get
this fix ready ahead of time :)

Shadows are now fixed. If you have installed a previous version of this fix, be
sure to delete the ShaderOverride folder before installing the new version,
otherwise shadows will still be disabled.

I recommend you get comfortable with switching between different convergence
and UI depth presets to suit each individual scene in the game. The recommended
L preset is conservative to make it usable for the entire game (except for the
drunken punch minigame in chapter 2, which needs the K preset), but some scenes
may look better with a higher convergence.

UI, subtitles and inventory depth adjustment (not mouse cursor):

~: Screen depth

1-9: 10-90% depth

0: 100% depth

Convergence presets:

K: Low convergence preset for the drunken punch minigame in chapter 2

L: Recommended preset for most of the game

semicolon: High preset for extra pop (can be too high in some scenes)

quote: Extra high preset for extreme pop (can be too high in some scenes)

The convergence presets on K and L are fixed, but the presets on semicolon and
quote can be customised to your preference. Start by activating the preset,
adjusting the convergence with Ctrl+F5/F6 (advanced key bindings must be
enabled in the control panel), then press F7 to save.

Known Issues

Mouse cursor depth cannot be adjusted as the game uses a hardware cursor.

The default convergence preset does not get activated automatically when the
game is launched. Press L to manually activate it after launching the game.

There's a few scenes in the game where the background is little more than a
pre-rendered texture drawn over extremely simplified 3D geometry that doesn't
really look very convincing in 3D. Fortunately there are only a few of these
(mostly when talking to other characters, and mostly in chapter 1) and
outside of them the 3D looks fantastic!

Installation

Extract the contents of 3Dfix-BoUT2.zip to the game directory. You should end
up with this directory structure:

...\The Book of Unwritten Tales 2\Windows\BouT2_Data\
...\The Book of Unwritten Tales 2\Windows\BouT2.exe
...\The Book of Unwritten Tales 2\Windows\steam_api.dll
...\The Book of Unwritten Tales 2\Windows\d3d9.dll (new)
...\The Book of Unwritten Tales 2\Data\
...\The Book of Unwritten Tales 2\ShaderOverride\ (new)
...\The Book of Unwritten Tales 2\DX9Settings.ini (new)

After launching the game, press L to activate the recommended convergence
preset.

Notes

I have not found all the optional side quests in the game yet. If you notice
a rendering issue in one of them, or find more books that need a custom
stereo preset please let me know.

I updated the fix during the chapter 5 private beta, but have not thouroughly
checked if anything changed for the public release. Let me know if you find
something broken.

If you are interested in seeing what changes I made to fix this and other
games, I'd recommend checking out my 3d-fixes github repository - you can
look through the commit history to see exactly what I changed and why.

Monday, February 9, 2015

Update 02/17:
- Add Aiming Presets for both version (This change the cinematics presets for Xbox controller, see Presets section)

Update 02/16:
- Update both wrappers to support Xbox Controller for Running and Cinematics. Also add a delay for running and smooth transition when release, now looks better when running. "Shift" key and "Left stick button" for Xbox controller for running. "P" key and "Right stick button" for Cinematics

Update 02/13:
- Add more weapons shader.

Update 02/11:
- Add new version of flugan wrapper, now "Shift" and "P" key for Running and cinematics works exactly like 3Dmigoto.
- Add more weapons shader.
- Add fix for sun reflections in water puddles, is aproximate, not perfect.

Update 02/10:
- Add version with Flugan Wrapper.

Fix:
- Shadows (Interior, Night, Sun)
- Lights
- Lensflares
- Sun Glow
- Reflections
- HUD/Crosshair (adjustable by parameter)
- Hands and Weapon tweak, so you can adjust convergence only to hands and weapon, independent to the convergence of the world. This is new in FPS games fixes, this don't restrict increasing convergence. (adjustable by parameter)

Instructions:
- Extract the .zip where .exe is located
- Change in-game FOV configuration to +3
- See the Note related to resolution and aspect ratio.

Know Issues:
- Shadows looks off when FOV is changed. In cinematics and running devs add a dynamic FOV, so shadows will look off. I add 2 presets to minimize that.
- Not all Weapons are covered with the convergence tweak, so may look wrong. If you want to disable this feature change to "1" the "z" parameter in the d3dx.ini file.
- Main menu have different FOV so shadows looks off.
- Some minor reflections
- Some SLI users report objects render in one eye. Disable SLI fix this.

Note:
- If you use another FOV value (different from +3) or use a resolution that produce an aspect ratio different from 16:9 you have to change the "Shadows, Reflections, Running and Cinematics Correction value", instructions are inside the d3dx.ini file.
- I play on No-SLI setup, 347.25 and 347.52 driver, default profile, win7.
- You can change the depth of the Crosshair/HUD changing the "x" parameter in the d3dx.ini file.

Saturday, February 7, 2015

I'd like to present a game that is pretty special to me. I first played it (in
2D) back in 2012 not long after it came out, and I had quite an amazing
experience in it - something which I have never quite felt in a game before and
honestly don't know if I ever will again. This is a very unique survival
exploration game that gives you a map and compass and a realistic cartography
system, but it really starts to get interesting once you get lost, and believe
me - you will get lost (and if you don't - you're doing it wrong).

There's something about the tension that this game creates when you suddenly
realise that you are no longer on the path you were following and aren't really
certain which way you came from. When the sun goes down while you are lost in
the wilderness and you discover that this developer actually made night dark
in this game and you can't see two meters in front of your face. When your
heart starts beating as you suddenly realise that you are no longer alone...

This game has been fixed for 3D before - 3d4dd did an excellent job in making
it playable in 3D, and it was in fact his fix that prompted my second
playthrough of the game, which later led to me getting involved with modding
the game before I took up 3D fixing. I released an unofficial community
patch to fix some of the bugs in the game, an achievement tracker to
help out completionists with some of the harder or broken achievements, a
modding tool to tweak some of the game's parameters, and even helped Gooby
to translate the game into French. One of my long standing goals of
learning how to fix 3D in games has been to come back to this one and solve the
last few remaining issues - achievement unlocked ;-)

Note - the water rendering gets messed up after changing any graphics settings
in the game, so be sure to restart the game to fix it!

Light Shafts

The light shafts were a bit tricky, requiring a correction in world-space
coordinates without the necessary matrices to do so. As a last resort I ended
up using an unrelated object's MVP matrix and was able to calculate the correct
adjustment from that.

Then I hit a snag - I'm sure everyone reading this will be aware of the issue
in 3D where objects will disappear at the edge of the screen. Well, after
fixing the light shafts the same thing happened to the fog, which looked
incredibly jarring and eye-bleeding. I ended up interpolating the fix away at
the edge of the screen to prevent this from happening, which gives a very good
result.

Automatic Stereo Crosshair

This is something I've been wanting to try out for a while now - using the
depth buffer to automatically determine the correct depth to place the
crosshair in the game. This won't work in every game and takes a bit of effort
to get working, but it was extremely effective in this game once I got the
maths right.

Set water quality to high to enable real-time 3D reflections. Medium is ok as
well, but do not use low quality.

Set Antialiasing to high (makes a huge difference to the water quality)

IMPORTANT: Restart the game. Do this any time you change the graphics
quality settings!

Known Issues

IMPORTANT: Sometimes triangulating a landmark doesn't work properly in 3D
(it's being falsely obscured by something else to the left). When this
happens hold the Q button to temporarily reduce separation to the minimum
which will allow triangulation to work. Disabling 3D will also work, but the
Q method is much faster.

There might be some vantage points where the stereo crosshair gets confused
while looking out towards the horizon. If this happens press 9 to cycle to a
fixed crosshair depth (press twice more to return to the auto crosshair).

Changing the graphics settings will mess up the water - restart the game
after changing any graphics settings!

Bugs

These are not bugs specifically related to the 3D - these are just four common
bugs that everyone seems to hit. None of them are game breaking, but it's handy
to know ahead of time how to work around them.

At night if you are holding a torch in your right hand and open your map or
journal, the light will go out making it near impossible to see. If your
hand is empty your lighter will work properly, so it's often a good idea to
stand near some sticks and throw away whatever you are holding before
getting out your map.

Opening and closing the map too quickly when standing next to a known
landmark or under the effect of a mental clarity tonic the mouse input will
lock up. If that happens use tab to open and close your journal to restore
the mouse.

Researching a plant that has previously been researched will open the
journal to the front page instead of the research notes. Doing this will
have caused the note to move to the very end of your research list, so it is
still pretty easy to find even if you can't remember the plant's name.

As already mentioned several times, changing the graphics quality settings
you cause a "grainy water" rendering issue until the game is restarted.

Update 2015-02-09

Fixed black seam that could appear at the edge of the map if the camera was
tilted (such as during the ending cutscene).

Fix will now work with older versions of the game, such as the v2.0.0.4
version from GOG. Note that this old version was only tested with all
graphics settings set to high, and the fog/god rays have clipping issues on
this version, so it is recommended to update.